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- I have searched for similar issues.
- For Python issues, I have tested with the latest development wheel.
- I have checked the release documentation and the latest documentation (for
mainbranch).
Proposed new feature or change
The current cmake build process involves a step to build two executables ShaderEncoder and ShaderLinker, which operate on the .glsl shader files in the visualization section of the library. When cross-compiling, these executables (ShaderEncoder and ShaderLinker) are built with the toolchain file used for cross-compiling, which usually cannot be run on the host machine. This means that the build step always fails when attempting to run those executables on the shader files.
Possible solutions include:
- Allowing a cmake variable that disables building the visualization portion of the library
- Removing the
ShaderEncoderandShaderLinkerexecutable steps from the build process, replacing them with a cmake-native approach that does not depend on a separate executable step - Remove the
ShaderEncoderandShaderLinkerexecutable steps from the build process and replace them with using Vulkan shaders - Keep the
ShaderEncoderandShaderLinkerportions of the cmake build process, but aggressively and carefully ensure that all those executables are built on the host machine rather than with any build flags relevant for cross-compilation
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Additional information
Other issues in the Open3D repository showing this issue: